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Showing most liked content on 04/11/2018 in all areas
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8 pointsSimple answer is I cheat! For dramatic effect the airfield pictures are from various missions I've recently flown in my new SF2: USMC install, and the queue of aircraft waiting for take-off is just from me choosing lots of different aircraft for my squadron in the single mission Load-out screen. Having said that, once I took off I sent everyone else home and flew the RAF C-130 to make a cargo drop close to a village near the Ethiopia-Sudan border, where I was shot at by AAA an on egress was engaged by a Sudanese MiG-29 which I dodged while two USMC F/A-18Cs came to my rescue and took him out. I didn't take any pictures of that mission after takeoff, so my mandatory screenies are a Force Recon insertion off a hostile coast in my SF2: USMC install (the Zodiac is a Groundobject from YAP Straits of Hormuz):
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4 points
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4 points
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4 pointsIt was a crappy day to fly. I don't care if it's an all-weather interceptor...I'm a fair weather pilot kind of guy. Anyway, when the Frigates began to fire on the target I was closing on, I knew it wouldn't end well for him.
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3 points
Version 4.0.1
801 downloads
Mirage F1CT standard T1 This mod is dedicated to BPAO, nothing would have been possible without him. The Mirage F1CT is a ground attack version of the Mirage F1C-200. Following their replacement in the air defence role by the Mirage 2000, the French Air Force had a number of surplus Mirage F1C-200s, and in 1988 it launched a conversion programme to turn these aircraft into interim ground attack aircraft to replace elderly Mirage IIIEs and Mirage Vs. The Mirage F1CT program brought the avionics of the F1C up to the standard of the F1CR, with the radar upgraded with the additional air-to-ground modes of the Cyrano IVM-R, an improved navigation/attack system fitted, with a laser rangefinder fitted under the nose. It was fitted with new Mk 10 ejection seats, while improved radar detection and warning devices, chaff/flare dispensers, and secure radios were also added. It gained the ability to carry a variety of air-to-ground weapons, including rockets, cluster bombs and laser-guided bombs, while retaining the F1Cs air-to-air armament (Wikipedia). F1CT1 specifics: R550, no R530, S530F, AUF2, no CLB4, no CLB8 radio-altimeter Inertial Navigation System Seat Mk10 RWR sherloc AAR probe laser ranging TMV630 Barax, Barracuda, Phimat, Corail gondolas (P0 station) CC420 pods capability RPL201 EFT no left gun double wingtip position lights A big thank to all on Combatace and C6 forums that helped us solving issues we encountered. Any omission in credits is totally unwanted, if I forgot somebody, let me know, I will correct this. This addon is and will in all cases remain freeware. Released under CombatAce Fair-Use terms. Enjoy The Mirage F-1 Team -
3 pointsHello all!! Thanks for your concern and interest. Like Ravenclaw stated earlier, he got into contact with me, and God bless him, he has graciously offered to help; so we are going to make a concerted effort to get a couple of versions out there for you as soon as possible. Thanks again for your support!
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3 pointsamariani - simply marvellous. my dumb question: which is the best way to include pictures ? it used to be to link to photbucket ... thx for advice sokol
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2 points
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2 points
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2 pointsUSMC and Armee de l'air units spearhead a multinational UN effort to bring aid to war-torn Ethiopia.... Eritrean MiGs routinely buzz the aid flights And French fighters scramble from Djibouti to provide escort and chase off the intruders USMC Harriers spot a group of marauders threatening a nearby aid convoy.... Winchester and heading for home
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2 pointsI was going to rustle up a pit for this but I've got bored so it uses Del's excellent B1 pit, hopefully I'll get it uploaded next weekend.
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1 pointView File Mirage F1CT standard T1 Mirage F1CT standard T1 This mod is dedicated to BPAO, nothing would have been possible without him. The Mirage F1CT is a ground attack version of the Mirage F1C-200. Following their replacement in the air defence role by the Mirage 2000, the French Air Force had a number of surplus Mirage F1C-200s, and in 1988 it launched a conversion programme to turn these aircraft into interim ground attack aircraft to replace elderly Mirage IIIEs and Mirage Vs. The Mirage F1CT program brought the avionics of the F1C up to the standard of the F1CR, with the radar upgraded with the additional air-to-ground modes of the Cyrano IVM-R, an improved navigation/attack system fitted, with a laser rangefinder fitted under the nose. It was fitted with new Mk 10 ejection seats, while improved radar detection and warning devices, chaff/flare dispensers, and secure radios were also added. It gained the ability to carry a variety of air-to-ground weapons, including rockets, cluster bombs and laser-guided bombs, while retaining the F1Cs air-to-air armament (Wikipedia). F1CT1 specifics: R550, no R530, S530F, AUF2, no CLB4, no CLB8 radio-altimeter Inertial Navigation System Seat Mk10 RWR sherloc AAR probe laser ranging TMV630 Barax, Barracuda, Phimat, Corail gondolas (P0 station) CC420 pods capability RPL201 EFT no left gun double wingtip position lights A big thank to all on Combatace and C6 forums that helped us solving issues we encountered. Any omission in credits is totally unwanted, if I forgot somebody, let me know, I will correct this. This addon is and will in all cases remain freeware. Released under CombatAce Fair-Use terms. Enjoy The Mirage F-1 Team Submitter ludo.m54 Submitted 04/11/2018 Category Mirage F1
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1 point
Version v2.3
820 downloads
This pack updates, upgrades and\or fixes(?) some the Forces configuration in the original release of Operation Dessert Storm (ODS) by eburger68. If you don't already have eburger68's excellent Operation Desert Storm Pack - I highly recommend it! ------------------------------------------------------------- What's included in this mod pack? ------------------------------------------------------------- I upgraded some of the planes from the ODS pack with some of the planes from the following packs. Also fixed some issues with the F-15C squadron configuration in the Campaign INI files. Added my 1920x1080 Menu and Campaign screens... * F-15C\D from "SF2 F-15 Eagle Super Pack Redux 2018 Version 1.1 - The Mudhen Team" https://combatace.com/files/file/16186-sf2-f-15-eagle-super-pack-redux-2018/ * F-15E from "SF2 F-15 Strike Eagle Super Pack Redux 2018 Version 1.1 - The Mudhen Team" https://combatace.com/files/file/16161-sf2-f-15-strike-eagle-super-pack-redux-2018/ * E\F-111A\E\F from "SF2 E\F-111\A\D\E\F USAF Combat Lancers\Aardvarks\Ravens Redux 2016 - Viper63a, dtmdragon, Lel, Fanatic Modder!" https://combatace.com/files/file/15561-sf2-ef-111adef-usaf-combat-lancersaardvarksravens-redux-2016/ * F-117A from "Lockheed F-117A Nighthawk for SF2 1.0 - By Dels" http://combatace.com/files/file/14233-lockheed-f-117a-nighthawk-for-sf2/ * C-130E\H from "C-130E/H USAF pack (originally by Dels) by Daddyairplanes" * RavenClaw_007 - Freaking insane Weapons and Ejection Seats! * JAT81500 - Excellent Florian Pilot upgrades! * Hi Ho Silvers - AfterBurner Mod. * Also included is my ODS 1920x1080 Menus...from here... StrikeFighters2 Desert Storm Hi-Res 1920x1080 Menu Screens Version 1.1 https://combatace.com/files/file/16487-strikefighters2-desert-storm-hi-res-1920x1080-menu-screens/ ------------------------------------------------------------- Installation: ------------------------------------------------------------- !! First and always - BACKUP! Don't chance it! * 1) You MUST delete the these Aircraft folders or the install or some of the planes WILL NOT WORK. BACKUP and delete the following Aircraft folders... AC-130U C-130E C-130H EC-130H EF-111A F-15C F-15C_RSAF F-15D F-15E F-16C_B40_RBAF F-111E F-111F F-117A * 2) Copy the contents of the uncompressed "To_Mod_Folder" folder into your Saved Game mod folder. Overwrite any conflicts. * 3) Read the Readme.txt file in the "Additional_Setup" folder... Thats it - Enjoy! ------------------------------------------------------------- ------------------------------------------------------------- Credits: ------------------------------------------------------------- ------------------------------------------------------------- The Mudhen Maintenance Team 2016 ------------------------------------------------------------- Viper63a - Upgraded Skins, Decals, Cockpit and Menu Screens. Spudknocker - Upgraded Flight Model and Weapons Loadout. Fanatic Modder - Upgraded Flight Model and Engine Emitters. Crusader - Upgraded and added 2012 FM and Cockpits to pack! RavenClaw_007 - Freaking insane Weapons and Ejection Seats! JAT81500 - For the excellent Florian Pilot upgrades! Hi Ho Silvers - AfterBurner Mod. Nengajyou Aki -JASDF Serial Decals. Stick - Beta testing and assistance with FM - THANK YOU! April 2016 ------------------------------------------------------------- Salute to the 2010 F-15 Super Pack Team for the original F-15 Super Pack! ------------------------------------------------------------- TK - For the ThirdWire series of sims. The Mirage Factory - For the nice F-15D MSIP aircraft...in particular Flying Toaster, wpnssgt, and Dave for making the F-15 MAX files available for me to play with. Kei Nagase - For the awesome skins for the F-15 ACTIVE. AleDucat - For the nice ACES II ejection seat models. Deuces - For the F-15 Afterburner and weapon effects. Diego - For the Modern USAF Pilot skins. Fubar512 - For the FM work. JimmyBib - For the F-15C cockpit flight control textures. MoonJumper - Avionics work. Sundowner - Textures. USAFMTL/Dave - Decals. Wpnssgt - Models, Textures. Kesselburt - Original F-15C cockpit. ------------------------------------------------------------- SF2 USAF E\F-111\A\D\E\F Combat Lancers\Aardvarks\Ravens ------------------------------------------------------------- * FastCargo's Super Vark package 2.4 (SF2) * Slick Cowboy's F-111_improvedskinpack 2.0 (SF2) * Dave's EF-111A Version 2.0 (SF1) * LeL's F-111 TAC Pack (SF1) * Spinners [Fictional] General Dynamics F-111A 'Early TAC' Version 1 * Hi Ho Silver - The Afterburner Mod v.1 (SF1/SF2) * Florian - "AmokFloo" - Western Style Pilot Models (SF1/SF2) Kout - Loading and Hanger Screens. Kct - Textures and decals for the F-15SG. Brain32 - Improved/new textures for F-15C cockpit. Mago - F-15E Cockpit. 331KillerBee - SF2 Weapons Pack (basis for some of the weapons included). Lexx Luthor - Siberian Sky Experimental 3-D Rocket Exhaust JAT81500 - F-15E Cockpit avionics and HUD work. To my fellows at Combatace for helping me beta test and work out bugs. Any errors or mistakes are entirely mine. FastCargo 12 Jan 10 ------------------------------------------------------------- LOCKHEED F-117A NIGHTHAWK Ver 1.1 ------------------------------------------------------------- Aircraft, Cockpit, Skins, Decals and .ini work - Me FM - Fubar512 (with some modifications by me) ACESII Ejection seat - ravenclaw Pilot skin - Old Diego Testing - The ODS team THANKS ------ A MASSIVE thanks to Crusader for all his very useful reference material and support without which this package could not exist! Thanks to all on the forum for their continuing and always useful support. Hope you enjoy it as much as I have had making it. Dels ------------------------------------------------------------- -
1 point(Preliminary) Info for the HUD of the F1CR, CT, EH Digital readouts on the top: airspeed KIAS ___________ heading tape ____________ baro altitude mach number _____________________________________ radar altitude (NAV and A/G) tgt closure speed (kts, with rdr lock) _____________________ range to next WP and WP #, OR tgt radar range in NM windshield-mounted radar lock and weapon shoot lights are inactive or limited (in-range/shoot light will work with LGB ARM only - certain types) HUD changes with missiles: - missiles selected, you have the inverted T "aircraft" symbol to show where the boresight radar and missile seeker look and below it, 2 missile symbols: two small circles with a "tail" - indicate missiles present and ready if the missile seeker sense a target a seeker acquisition symbol appears on top of the missile rdy symbols (shaped like a "house") if inside range and G-limits a in-range circle will appear around the aircraft symbol (this is the new Shoot indication) - With last missile of a particular type (radar or IR) fired the missile ready and seeker symbols will disappear = no missiles left - Gunsight reticle doesnt have the rangebar anymore (a trade-off for having the HUD missile and shoot symbols) - CCIP rocket elevation adjusted for ravenclaws SNEB missiles (used by LR F1, 2 and 4 pods) KNOWN issues : Cockpit layout is a mix of several types (for now). The available weapon indicator lights are working only partially (its WIP) The stand-by compass is not working (set to be fixed) 1000 other things ... Have fun HUD with AA Gun (VR = vitesse rapproché , closure speed) HUD with Super 530F selected, shows the -- -- bar with gap (ASE circle function, shoot cue (circle) and missile rdy and lock symbols
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1 pointdaddyairplanes' idea is good indeed. The original Darius campaign also had Greek, Turkish and even German units, but AFAIK those were sort of what ifs; you could fly MiG-29Gs for the Germans, for instance. But the German Fulcrums were decommissioned back in 2003. So to stick to a more restricted and realistic OOB for Blue Side is the way to go, I guess. About the RWR, it's indeed one annoying problem. To fly in a F-22 and not being able to hear incoming missiles, all because of a few oversights in the .DLLs.
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1 pointThe problem is not of itself too many SAM emplacements. If anything, I think the number of SAM systems on the terrains I'll be using is representative of what would exist if military planners had to contend with the threats in Iranian airspace in Real Life. The problem is that the IRIAF is operating relative antiques compared to the equipment being fielded by the developed nations and they're getting slaughtered by the AI. The most advanced aircraft in the IRIAF inventory (that we are aware of) is the MiG-29, and it's the A-model the Iranians 'inherited' in 1991. The F-14 fleet is down to less than 40 flyable aircraft and military planners estimate that none of their AIM-54 Phoenix missiles are even operable, because of crucial batteries that are in short supply. The Iranians only had a little less than 300 of them to start with and according to Grumman accounts, the tech reps on the ground who were training the IRIAF maintenance crews actually sabotaged about a dozen of the missiles by destroying the internal components. Over time and attrition, we estimate they've used up all the functioning Phoenixes are now resorting to reverse engineering the remaining missiles. It appears the Iranians essentially stuck the components of a Hawk SAM in the body of a Phoenix missile. Either that, or we're just seeing an old, unserviceable Phoenix. https://theaviationist.com/tag/fakour-90/ Adding Russian or Chinese 'help' might work, because if the theatre that is unfolding in the SF2 game engine is anything like reality, the IRIAF is in for a bad time. I'm just trying to make it more 'sporting'. @daddyairplanes, your idea of reducing the size of the international coalition to just Arab states, French, and UK help is probably a good idea. The RAAF should probably stay in, though. The other problem I'm running into is the old AHM/RWR trap. I really don't understand why TK didn't make that one, crucial little change to the avionics.dll files.
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1 pointi know you can set experience level of pilots in the nations ini (excellent to poor, or super highly trained vs "glorious Leader says that way is forward" while pointing at the exhausts). can this be set in the campaigns as well? if so make the IRIAF excellent and the coalition forces average at best. also if an alternate is created in say 2019 through 2021 new jets would not be far off. IIRC the nuke deal lifted sanctions that would prevent new weapons from being bought next year. More likely, China and Russia would sell some new toys just to get cash while giving the US the finger (and why wouldnt the bad kids in the sanction corner start to play together? what'll happen more sanctions?) final thought on it: everyone commanding a military now was watching CNN in 1990/91. They wouldnt let a huge coalition build so have smaller coalition forces and trim some of the high end birds off the roster (F-35, possibly F-22) as well as most of the Europeans and Aussies. BUT include the Saudis, UAE and Kuwait, who are local and very distrustful of Iran. Possibly include Yemen as Iranian ally while your at it.
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1 pointI've been following the KNOWLEDGE BASE tutorials on how to place carriers in campaigns, and occasionally came unstuck because one important factor is not mentioned: IF YOU DON'T ATTACH YOUR AIRCRAFT TO A SQUADRON, YOU CAN'T FLY. The reason is that when you go to the in-game Campaign screen to create a campaign, the only way to choose the USN aircraft you have placed in the campaign is by its squadron. And if you haven't attached your aircraft to a squadron, it won't be in the list to choose. So you could have perfectly attached your carrier station to the terrain, perfectly attached your carrier to a station, and perfectly attached your aircraft to a carrier. But without the squadron it all comes to naught. I found this out recently because I wanted to try the F-35C in carrier ops, and after a few struggles, now I can. I made myself an aide memoire which shows how everything links, and thought I'd share it. Pay particular attention to #4, you probably know the rest. STR/WOV/WOE ADDING CARRIERS TO CAMPAIGNS: (Based on a WOV campaign) 1. LOCATE CARRIER STATION: TERRAIN FOLDER - TARGETS INI 2. ATTACH CARRIER TO STATION: CAMPAIGN - DATA INI 3. ATTACH AIRCRAFT TO CARRIER: CAMPAIGN - DATA INI 4. ATTACH AIRCRAFT TO SQUADRON: CAMPAIGN INI #1. LOCATE CARRIER STATION: TERRAIN FOLDER - TARGETS INI [TargetArea085] Name=Dixie Station (Matches Base Area in #2, and Base Area in #3) Position=774000.00,352000.00 (Can be altered. Use Mission Editor to determine coordinates) #2. ATTACH CARRIER TO STATION: CAMPAIGN - DATA INI [CarrierUnit008] CarrierType=CVN-65 (Folder name in OBJECTS - GROUND OBJECTS) CarrierNumber=65 (Matches Carrier Number in #3) BaseArea=Dixie Station (Matches Target Area Name in #1, and Base Area in #3) #3. ATTACH AIRCRAFT TO CARRIER: CAMPAIGN - DATA INI [AirUnit011] AircraftType=A-6A (Any USN aircraft) Squadron=VA-192 (Can be called anything, but should match first part of Unit name in #4) BaseArea=Dixie Station (Matches Target Area Name in #1, and Base Area in #2) CarrierBased=TRUE (Make sure it says this) CarrierNumber=65 (Matches Carrier Number in #2) #4. ATTACH AIRCRAFT TO SQUADRON: CAMPAIGN INI [USNUnit005] UnitName=VA-192 Golden Dragons (Can be called anything, but should match squadron in #3) UnitID=11 (Matches [AirUnit011] in #3) StartDate=03/30/1972 (Make sure all elements have same date overlaps) AircraftType=A-6A (This will then show in Create Campaign page)
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1 point
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1 pointsounds like any other WW2 radial to me! (at least it's not a Ford!)
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1 pointAt the second try... Mue tools helped a lot, but there's a thing that can be a problem. I think wingmen does not take off until you do, and in some airfields that will block the taxiway.
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1 pointI am not sure my experience is helpful, but I use VonS' flightengine settings, have everything set to MAX/UNLIMITED, and get the results shown below (with no weird anomalies). I suspect results may depend on your GPU as much as the game engine?
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1 point
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1 pointcouldn't they be set like the Silkworms? It's just a surface to surface missile (like a Scud). I know I had working silkworms on the original ODS
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1 pointUSMC AV-8B tanking on the way home from a CAS mission over Ethiopia...
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1 point
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1 pointEqualizing the talibans... The receiving end... Remember this game?
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1 point
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1 point
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1 point
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1 pointMore "Heavy Metal" although it's 1 ton lighter than a P-47D-40, with both at typical clean combat weight.
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1 point
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